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Plugins Are Only Working For People in a Package Game if they have C++ Project

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    Plugins Are Only Working For People in a Package Game if they have C++ Project

    Dear Friends at Epic,

    Remember the discussion about whether to mandate inclusion of full source code for plugins?

    Well currently that is the only option!

    I have been selling people plugins that they ask me to make for them, and I have run into the issue that people can't use my plugins in a packaged game unless they have a c++ project so that the packaging tool can rebuild the plugin!

    There are numerous other people reporting issues related to plugins not working unless they have a C++ based project!

    This kind of nullifies a former huge advantage of plugins = C++ code for a content only project.

    Does Epic have any plans to address this?

    Here is the most relevant Answerhub post

    https://answers.unrealengine.com/que...-packaged.html


    Here are two relevant Forum Posts

    https://forums.unrealengine.com/show...l=1#post107040

    another

    https://forums.unrealengine.com/show...l=1#post104311

    ~~~

    The Only Solution: Switch to C++ Project

    My clients have also reported this as I mentioned, the anserhub was posted by a client of mine who made the switch to C++ just for my plugin, and it worked!

    To clarify:

    1. The plugins usually work when used in content only project, if used with the Editor

    2. Some people are reporting that even this is not working / working sporadically

    3. But the critical case is that in a packaged game for a content only project, the plugin modules are not getting found.

    Switching to C++ Project and repackaging fixes the issue.


    Is this to be expected?

    or can the editor somehow remember to include plugin dll when packaging the game?

    Does a packaged game HAVE to have the source code for every plugin?

    If so doesnt this mean all plugins must have full source code available on the Marketplace?

    ~~~

    FAQ

    Q: Are people putting the plugins in Engine/Plugins or in their project/Plugins?

    A: My client who switched to C++ project to get my plugin to work tried both

    Q: Shipping or Development Packaged Build?

    A: Client tried both of those as well

    Switch to C++ was the only thing that worked for packaged game.

    Any ideas?

    Rama
    Last edited by Rama; 07-29-2014, 05:40 PM.
    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

    #2
    Hi Rama,

    It is a limitation we're very aware of. I'm going to try and explore being able to ship modular DLL/dylib-based games for the 4.5 timeframe. That would work the same way as the editor does - you have one DLL/dylib per module, which would allow plugins in content only projects. We do not have any support for dynamically loading modules on non-desktop platforms at the moment, and there is a concern that some platforms (like iOS) do not permit shipping titles with dylibs. I assure you that it's on our radar though.

    Ben

    Comment


      #3
      Happy to hear this - in the short term I guess it's down to doing a C++ project.
      Storyteller - An immersive VR audiobook player

      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

      Comment


        #4
        Originally posted by Ben Marsh View Post
        Hi Rama,

        It is a limitation we're very aware of. I'm going to try and explore being able to ship modular DLL/dylib-based games for the 4.5 timeframe. That would work the same way as the editor does - you have one DLL/dylib per module, which would allow plugins in content only projects. We do not have any support for dynamically loading modules on non-desktop platforms at the moment, and there is a concern that some platforms (like iOS) do not permit shipping titles with dylibs. I assure you that it's on our radar though.

        Ben
        Hi Ben,


        Great to hear that!


        -Vladimir
        Developer. Bass player. Cats owner. Unreal Engine addicted. Check my.alyamkin.com
        [Plugin] VaRest - REST API with blueprintable JSON plugin
        [Plugin] VaTexAltas - simple way to use texture atlases for UMG

        Comment


          #5
          Originally posted by Ben Marsh View Post
          I assure you that it's on our radar though.

          Ben
          Thank you Ben, always lovely to hear from you!

          You have a way of magically solving all the issues I can't figure out!



          Rama
          100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

          Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

          Comment


            #6
            Originally posted by Ben Marsh View Post
            Hi Rama,

            It is a limitation we're very aware of. I'm going to try and explore being able to ship modular DLL/dylib-based games for the 4.5 timeframe. That would work the same way as the editor does - you have one DLL/dylib per module, which would allow plugins in content only projects. We do not have any support for dynamically loading modules on non-desktop platforms at the moment, and there is a concern that some platforms (like iOS) do not permit shipping titles with dylibs. I assure you that it's on our radar though.

            Ben
            I'm very glad to hear that.

            Thanks Ben!

            Metahusk: A 501(c)(3) Creative Development Cooperative
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            Comment


              #7
              If you guy's get this in 4.5 release, ima be sooo happy

              Comment


                #8
                Just to hint, if you dont want to disclose some source code right now, you can build static libraries for all supported platforms; like Substance does if I saw it right.

                Comment


                  #9
                  Originally posted by Mikand79 View Post
                  Just to hint, if you dont want to disclose some source code right now, you can build static libraries for all supported platforms; like Substance does if I saw it right.
                  Actually as far as I know, you can only do that for the part of your code that isn't using engine's classes. For instance any object you derive from UObject or AActor, directly or indirectly needs to have the source to be bale to compile and used.

                  For some 3rd party tech like Substance that's ok, since the whole code is already independent of the engine, they might just need some code to interface their tech to the engine, and/or any extra editor features they utilize. However that won't be the case for most of our own plugins which are highly dependent on the engine/editor source code.

                  Comment


                    #10
                    it's still not possible to package a game with running plugins if its no c++ project, right?
                    Easy to use UMG Mini Map on the UE4 Marketplace.
                    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                    Comment


                      #11
                      Still not, I'm afraid - that includes the upcoming 4.6 release.

                      It's still something we consider important, but it's been a near miss for the last two releases. A lot of the plumbing is there and ready to go, but we keep pushing back the last few bits of work to focus on other features. It's a goal of mine to have modular games for the 4.7 release, at least for desktop platforms.

                      Comment


                        #12
                        Originally posted by Ben Marsh View Post
                        Still not, I'm afraid - that includes the upcoming 4.6 release.

                        It's still something we consider important, but it's been a near miss for the last two releases. A lot of the plumbing is there and ready to go, but we keep pushing back the last few bits of work to focus on other features. It's a goal of mine to have modular games for the 4.7 release, at least for desktop platforms.
                        Thank you for the update Ben!



                        Rama
                        100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                        UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                        Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                        Comment


                          #13
                          Well, it's not inside 4.7, right? So what's about 4.8?
                          Easy to use UMG Mini Map on the UE4 Marketplace.
                          Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                          Comment


                            #14
                            Originally posted by John Alcatraz View Post
                            Well, it's not inside 4.7, right? So what's about 4.8?
                            Plugins in 4.8

                            I have the strong impression plugins will be working with bp-only projects in 4.8, Epic has every reason to rush this for the sake of the Marketplace.



                            Rama
                            100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                            Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                            Comment


                              #15
                              Originally posted by Rama View Post
                              Plugins in 4.8

                              I have the strong impression plugins will be working with bp-only projects in 4.8, Epic has every reason to rush this for the sake of the Marketplace.



                              Rama
                              And with the release of one of the first plugins (Kinect 4 Unreal) on the marketplace its evermore clear and important. 4.8 will be nice for those who only use BP / only use the binary version of the engine.
                              Last edited by KRushin; 03-18-2015, 09:58 PM.
                              Twitter - @TheKRushin

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